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BobSassafrass

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  1. I rerolled my jugg on another server, now that the servers merged I have two 50 juggs. So the one with mostly battlemaster and some champion gear (you can tell how long its been since I played him) I went ahead and made a hybrid spec. Here si the spec, http://www.torhead.com/skill-calc#101RrGzzZsMrMrhzzMZMM.2. It's a bit funky but I wanted to make sure I could put some good pressure on healers rather than just survive. After playing a full veng jugg for so long the increase in survivability with immortal, soresu form, increased defense are amazing. Best I've done so far is 180k dmg and 120k protection. Not much but this is just pugs. The damage is actually very decent with full dps gear, just enough to put pressure on a healer, but not enough to kill a good healer by yourself. But I must say I can go against full war hero augmented players in this spec and survive, most of the time killing them. The increased survival time just opens up so many more options for play.
  2. The main problem is you lack rage generation and unload because you dont have enough point yet. At this level I would spec into the dots because they will give you extra damage that you cant get from shatter. Also I would keep vicious slash on the bar to unload some rage for that rare instance you dont have anything else to use. Like others said you wanna get in the habit of using ravage first. My rotation for that level when fighting a high armor target would be: saber throw > charge > sunder > chill > force smash (specced free) > impale > force scream > choke if necessary The smash does similar dmg to sunder but obviously is on a different cooldown, you gotta keep them close as well with chilling scream.
  3. No you just get an additional 15% chance to block in soresu, you still get the base 5% with the shield equipped. I'm full vengeance spec btw and I dont see how the loss of some power, crit and accuracy from using a shield instead of a focus really gimps damage that much.
  4. The number 1 issue I have had is players who have absolutely no clue what they are doing. To the point that I am surprised they could even click the group finder queue. For instance I had a healer who decided he wasn't going to heal at all but dps badly instead. I also had a Jugg who queued as tank but then decided he would badly dps the whole time, luckily I was able to tank it.
  5. I think they are worried about causing a further population imbalance because light-standard pop servers may have people who would rather be on heavy populated servers like fatman. If this is the case they should make the transfer fee somewhat high. $30/character would be fine with me.
  6. I always use a shield. I know the damage mitigation is minor but that extra few seconds of life can make all the difference between making the goal line or getting that kill. The loss of damage is relatively minor,
  7. This guy knows what he is talking about. I have only tanked regular operations pre 1.2, but did so as full vengeance with very decent tanking gear. We get a flat 4% damage reduction with additional 15% during enraged defense, I know it isn't much but it does help reduce some of those damage spikes. My healers had no clue I wasn't immortal specced because I constantly mitigated damage using abilities, relics, and adrenals. Of course I wouldn't wan't to be the weak link in a role as vital as tank for a hardmode operation, so I would probably spec immortal. But saying past 30 you need to be specced immortal to queue as tank for group finder is ridiculous. I rerolled a new jugg on fatman and have had 0 issues tanking everything pre-50 in full dps gear.
  8. I am just starting to play again after 3 months and I went to respec and I notice huddle is gone as of 1.2. Am I the only one who feels like this was one of the most important skills to vengeance? I can't believe they took it away. Anyway I run a slightly strange build because I'm all about PVP http://www.torhead.com/skill-calc#101RZfGrorhdzroZRr.1. I've always felt like I had more than enough rage to get things done, I feel like any heal at all can help even if its only once 2 min, and I don't like having small damage bleeds break my fears.
  9. http://www.torhead.com/skill-calc#1010MZIGrorhdzMRZGb.1 I love it as well. Not having the extra dots does hurt my dps but I like not breaking my own fear with dots. The CC break heal can crit and give you the 2.5k heal medal. I do have a little trouble with rage startup at times, especially if I forget to saber throw first, but once you get going it is a non issue. Best I've done is 350k in a voidstar with most champion and the battlemaster implant and ear. Not as high as a rage jugg but I never have trouble taking a single target out. Highest single damage was 4.2k on a crappy geared 50, I average high crits of 3.4k. Also, don't tell anyone but I have tanked most hardmodes and some operations with this build. It is very tough but with careful use of defensive cooldowns, plus rakata heal pack and adrenals I haven't had much of a problem. Agro is obviously a non issue with shatter and impale.
  10. I only have PVP experience thus far (Battlemaster) and IMO juggs definitely have a lower dmg output than marauders. it isn't a huge discrepancy but it isn't uncommon to see marauders doing 400k+ where a jugg struggles to reach 350k. I know this is all down to the player and each class has its own benefits and weaknesses.
  11. I think it would be pretty boring to have the exact same talent as rage. Seeing as there are 3 available dots I think it would be more beneficial to have a talent that increases crit dmg on dots or crit chance. Or add in a passive dot either on shien form or as a talent since marauders get this as well. Everyone knows the current dots are tiny damage, the cooldown reduction on ravage is nearly useless, and that shatter is a poor 31pt talent so any of those talents could be changed for these. I saw leave the scream and impale dots as they are with a minor dmg buff, change the ravage cooldown talent to an increased dot dmg or dot crit chance or dot crit dmg, and change shatter to not require sunder or have shorter dot duration or have icnreased dot dmg. Really I think the best thing would be to have shatter apply a stack of sunder instead of require one.
  12. This needs to be reworked for 1.1, no longer get medals from using med pacs. Although with the 2pc DPS set bonus we can get the 2.5k heal medal pretty easily since I think it is based on force crit.
  13. Seriously this pisses me off constantly.
  14. I agree. As a jugg with multiple 9-15 seconds cooldowns this is a pain. A toggle on or off option would be an easy fix for now.
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